[Steam Group Lobbies]– Players can now join lobbies created by members of their Steam Groups. For details, visit the Steam Group Lobby FAQ– Added the Steam Groups tab in the Friend Lister on the Main Menu.– By default, if you click Play With Friends and are displaying the Tag of one of your Steam Groups, your lobby will be broadcast to (and joinable by) members of that Steam Group. You can adjust your default lobby settings in the Game Settings menu.– Looking for players from your region or who share a common interest? You can search for new Steam Groups to join, view a friends’ groups by visiting their Steam Community Profile, or create a group of your own!

[MISC]– Fixed an interaction between defuse kits and water that would sometimes cause a defuse kit to be unable to be picked up.– Fixed miscellaneous vulnerabilities (thanks GeekPwn).– Players who get kicked from a lobby cannot rejoin for three minutes.– Fixed a bug where some potted plants were playing incorrect collision sounds.– Fixed a bug where some UI sounds would incorrectly spatialize immediately after player death.

[MAPS]

Dust II– Removed barrels outside of doors leading into B site– Blocked visibility through some props around A site– Fixed some spots where C4 could get stuck– Fixed some minor graphical bugs

Train– Fixed ladders on train cars so they no longer move the player view when attaching– Added more accurate collision for various models– Blocked visibility under some trains from far angles– Blocked grenades entering small crawlspace near popdog ladder– Raised pipes in tunnels near Ivy– Fixed a spot in T spawn where weapons could not be retrieved– Fixed some spots where C4 could get stuck– Removed that bump in T stairs. You know the one.– Fixed some surfaces playing the wrong footstep sounds– Some graphical tweaks

[MISC]– In-game friends requests will show no more than 4 friend requests, sorted by Steam profile level.– Fixed a case when users could fail to reconnect to a competitive match after restarting their game while experiencing issues logging in to Steam.– Max Acceptable Matchmaking Ping setting can now be set as low as 25 ms— If there are official servers satisfying your ping setting then official matchmaking will always put you in a match hosted on those servers.— If there are no official servers near you satisfying your ping setting then official matchmaking will put you in a match hosted on the next nearest official server, latency to which may exceed your ping setting. In this case, the player will also see the best possible matchmaking ping while searching, along with an indicator if datacenters are offline for maintenance in their region.– Long clan tags containing Unicode characters in the end will now correctly truncate without showing a corrupt last character.– Sound effects emitted by killed player now correctly spatialize in killer replay.– Reduced reverb on weapons and footsteps to fix misleading sound positioning.– Fixed the missing graffiti effect for R.I.P.I.P. graffiti when sprayed on horizontal surfaces.– Added lag compensation for teammates when playing with “teammates are enemies” game rules.– Fixed a vgui bug where an additional character after selection was always copied to clipboard (thanks Justin)

[MISC]– Fixed a regression where players did not fade to black after death with mp_forcecamera 1.– Added ability to accept friend requests from CS:GO main menu and to send friend requests from match scoreboard.– Fixed a case where player would sometimes not be placed in competitive matchmaking queue correctly on the very first search after starting up CS:GO which required stopping search and searching again. (Thanks “Trip” for helping with diagnosing the issue)– Fixed some instances where incorrect or missing reverb was being applied to sounds.– Latency to official datacenters is now always measured using Steam Datagram Relay.– A temporary griefing conviction assigned by Overwatch will now be elevated to a permanent conviction if the suspect had a previous temporary griefing conviction.

[MAPS]Cache– Minor bugfixes

Inferno-Added a second set of steps up on A site-Made wallbangs through windows near A site balcony, A site hut/quad and T apartments towards bridge more consistent-Pipes in underpass can now be shot through-Pushed back stairs to graveyard to create more room for defending player-Made shader for fountain water cheaper to render on low settings-Prevent name-peeking through gap between pillar and wall in hut/quad-Fixed various graphical and movement bugs-Moved back grenade-clip in open door on A site

[MAPS]– A revised version of de_inferno is available in the Reserves Map group. Thanks to the CS:GO community for their continuing feedback.– For more details, head to http://www.counter-strike.net/inferno/

[GAMEPLAY]– Added a 0.4 second cooldown to the crouch button to reduce the visual noise from spamming crouch in the air.— This is tunable via the convar sv_timebetweenducks.– Fixed a case where a player’s crouch state did not match the state of the +duck key. The most noticeable case was when taking over a bot that was crouching.– Adjusted bomb plant animation when planting the bomb while already crouched.– Fixed a bug where molotovs/incendiary grenades did not generate flames when they exploded on the corner of a ledge.– Reduced viewmodel rotational effect when pointing a weapon at near-vertical angles

[Xbox Game DVR]– Added a performance recommendation for Windows 10 users explaining how to disable Game DVR if it is enabled.

[UI]– Sniper scopes are much more responsive to your actual accuracy; the blur is driven by your current inaccuracy.— NOTE: There are no gameplay behavior changes in scoped accuracy; actual accuracy and timing are unaffected. The display now more-correctly represents your current inaccuracy.– Crosshair blur fidelity improved.– New console variable cl_crosshair_sniper_show_normal_inaccuracy (default 0) includes standing inaccuracy and spread in your sniper crosshair blur.

[MISC]– Gameplay convars for community servers & workshop maps:— weapon_air_spread_scale (default 1): Games that focus on air combat can set this to a lower value to improve weapon accuracy for players in the air.— sv_enablebunnyhopping (default 0): Disables the air-velocity clamping to 110% of maximum running speed.— sv_autobunnyhopping (default 0): Holding +jump causes players to automatically re-jump at the exact landing tick.– Added cl_drawhud_force_radar to render radar with cl_draw_only_deathnotices.– Doors are always networked to prevent peeks with high lag revealing players behind the door.